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#781 GalaxyBluestar

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Posted 15 December 2013 - 11:04 PM

View PostFupDup, on 15 December 2013 - 10:41 PM, said:

The Jenner, Cicada, and Locust have had torso twisting in MWO for many months even though all of them were exactly like the Black Hawk in TT (legs attached at shoulders, with no torso-twisting at all). This shouldn't come as a surprise.


not so much of a surprise but why? what's so evil about a little flavour and really the jenner in mw2 had torso twist, the cicada and locust aren't nerely as iconic but the nova being put into this situation is a bit too far.

why can't we have different style mechs why is non torso chassis so evil!?

#782 Sir Roland MXIII

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Posted 15 December 2013 - 11:07 PM

View PostNick Makiaveli, on 15 December 2013 - 02:01 PM, said:

I've figured it out.

I had forgotten that I am "on an island" and that, as a TT/lore fan, I am "not the target demographic".

So we will have Clan mechs and weaponry being used alongside IS mechs with no regard to lore etc. We will fight over planets for bonuses, and this game will basically become the FPS version of MMO raiding. Fight to get gear to fight more to get more gear to fight more.

Not saying I won't play, but eventually I will sell off the non-Phoenix versions and use those mechbays for more C-bill mechs and when I am tired of that, wander off somewhere else. Unless they come out with Golden Ammo like WoT, then I am on the phone demanding a ******* refund.



They just did. Unique Bonus Modules if you pay 200 USD or more.

If those are any good MW:O is now Pay2Win, and the only way out of that is if they suck - at which point they've just screwed the buyer over even more hardcore than they already did.

#783 Alek Ituin

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Posted 15 December 2013 - 11:13 PM

View PostSir Roland MXIII, on 15 December 2013 - 11:07 PM, said:


They just did. Unique Bonus Modules if you pay 200 USD or more.

If those are any good MW:O is now Pay2Win, and the only way out of that is if they suck - at which point they've just screwed the buyer over even more hardcore than they already did.


Apparently the modules give you a CBill bonus, that's it.

So unless money is now OP... Not very P2W, but quite useful.

#784 Mystere

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Posted 15 December 2013 - 11:16 PM

View PostFupDup, on 15 December 2013 - 10:41 PM, said:

The Jenner, Cicada, and Locust have had torso twisting in MWO for many months even though all of them were exactly like the Black Hawk in TT (legs attached at shoulders, with no torso-twisting at all). This shouldn't come as a surprise.


Which begs the question: Why are people complaining about this only now?

It's the hate. I tell you, it's the hate.



#785 Sir Roland MXIII

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Posted 15 December 2013 - 11:19 PM

View PostAlek Ituin, on 15 December 2013 - 11:13 PM, said:


Apparently the modules give you a CBill bonus, that's it.

So unless money is now OP... Not very P2W, but quite useful.


I hadn't heard that. If that's true then I am happy to have been wrong.

#786 Alek Ituin

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Posted 15 December 2013 - 11:23 PM

View PostSir Roland MXIII, on 15 December 2013 - 11:19 PM, said:

I hadn't heard that. If that's true then I am happy to have been wrong.


I think it's just a rumor that's been floating around, but for now it's about all the information we have.

Just going to have to wait for more information, like always. Gods forbid PGI presented us with this information when they put the Clan packs up for sale...

#787 GalaxyBluestar

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Posted 15 December 2013 - 11:27 PM

View PostMystere, on 15 December 2013 - 11:16 PM, said:


Which begs the question: Why are people complaining about this only now?


because asthetically they got away with the jenner and the locust was an excellent job.

this nova though is totally "lopsided" like this, it's gained 50% in hight at least! i'm just dissapointed that the artwork has been seriously compromised for the Nova :D

#788 Alek Ituin

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Posted 15 December 2013 - 11:34 PM

View PostGalaxyBluestar, on 15 December 2013 - 11:27 PM, said:


because asthetically they got away with the jenner and the locust was an excellent job.

this nova though is totally "lopsided" like this, it's gained 50% in hight at least! i'm just dissapointed that the artwork has been seriously compromised for the Nova :D


Boo hoo, the Novacat isn't re*arded looking anymore. Boo hoo, its design actually makes sense. Oh lawdy, they'll actually make it mechanically competitive with other 'Mechs...


What have they done!?!?!? I want a useless blob of crappy design that wouldn't be able to effectively track any targets!!!

#789 Nebelfeuer

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Posted 15 December 2013 - 11:41 PM

If you think there will be more AMS around in order to counter SSRM6/4 how do you intend to compensate the impact that this will have on the already quite weak LRM launchers (especially the smaller ones and when when not boated)?

Adittionally it will be quite annoying to get hit by a constant stream of ssrms dfue to the shake it creates + the usefullness of AMS against them with the current AMS mechanic seems quite doubtful even if they salvo multiple pairs of 2 missles.

#790 L Y N X

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Posted 15 December 2013 - 11:47 PM

I like the info on the clans, I think it should have been posted before the clan collections... I would have preferred UI 2.0 and CW implemented before the clans at this point. Really need a reason to keep my team active and growing.

What is the priority call on UI2.0 and CW? are you, PGI, going to place Clan mechs above CW in the priority of getting work done? If so, I think it is the wrong call for the community and for your business. If you want into my wallet again, I need to experience CW first.

#791 Aim64C

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Posted 15 December 2013 - 11:56 PM

View PostMystere, on 15 December 2013 - 11:16 PM, said:


Which begs the question: Why are people complaining about this only now?

It's the hate. I tell you, it's the hate.


What's to like?

They get $5M from the Founders Package to turn out a game with dysfunctional mechanics and considerable hit-detection errors (but fully-functioning micro-transactions).

Then they get another $5M or more from Phoenix (exact figures unknown - but it out-sold their expectations and if you figure the number of Overlord packages floating around, these days - it likely out-performed the Founder's Package by a healthy 50% margin or more).

And... what work has actually been done on this 'game?'

It's like multiplayer old-school battlezone. "Oh, wow... I'm on a map. Hey! That son of a ***** shot at me - better shoot him back!" - Except we get a little more than one weapon to shoot (and one tank to drive) and it's a little prettier looking.

Give me the rights to MechWarrior and a few artists and I could do the same in a few months.

I don't think you truly appreciate the size of the baseball bat being shoved up your whazoo and just how many nails are sticking out of it.

#792 GalaxyBluestar

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Posted 16 December 2013 - 12:05 AM

View PostAlek Ituin, on 15 December 2013 - 11:34 PM, said:


Boo hoo, the Novacat isn't re*arded looking anymore. Boo hoo, its design actually makes sense. Oh lawdy, they'll actually make it mechanically competitive with other 'Mechs...


What have they done!?!?!? I want a useless blob of crappy design that wouldn't be able to effectively track any targets!!!


the stench of meta humper... smell it a mile off.

#793 Lysander Voidrunner

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Posted 16 December 2013 - 12:08 AM

I think that PGI's attempts at making the game fair and accessible to everyone, although noble, are simply insuring that the clans are at a serious disadvantage from the get go.

Allow me to explain. When initially the Clans invaded, they simply swept everything aside. Despite their numerical disadvantage, they penetrated deep into the inner sphere due to their distinct advantage in weaponry and mechs, in other words, they were technologically superior, equally in terms of logistics, martial science and weapons technology. It is only once the Inner Sphere learned to adapt their tactics and introduced new technologies (captured clan tech, that is) that they were able to mount a more effective defense. By that time, the Clans had penetrated deep and wide.

Now, seeing as PGI has removed these distinct advantages from the clans, they place them in a situation where the Clans and the Inner Sphere could potentially have a stalemate from the onset of the conflict, thereby robbing the Clans of the vast majority of the worlds they would otherwise conquer and use as a foothold in the Inner Sphere. With their foothold gone, the Clans could find themselves knocked out early on in the conflict. That is, if PGI doesn't give the Clans any abstract advantages or arbitrary territorial gains. PGI's intentions seem to be for an organic evolution to the conflict, which is great, but their way of going about has the flaws I mentioned above.

There is, however, a way of implementing clans, along with their advantages, in a far more organic manner all the while preserving their technological superiority and lowering the need or potential for PGI's intervention.

The reasoning is simple, introduce the clans and their technologies in such a way as to reflect the Clans from the lore. For reasons of intitial game balance, make the Clans drop with either 2 Stars or the equivalent of 2 IS lances, in other words, 8-10 mechs. More powerful mechs, more powerful technologies but less of them. That should, in theory, give the clans enough of an advantage to pierce IS defenses but not enough to give the clans an unfair advantage.

As the conflict endures and the clans forge further and further into the Inner Sphere, and by consequence lose some mechs, which are in turn salvaged, Clan technologies then start making their way into the Inner Sphere and are implemented on a limited scale. For the sake of argument, let's call this Phase 1. This is where the IS starts to form into a more serious challenge for the Clans with the more elite units, which had more success against the Clans were able to equip the equipment salvaged from their skirmishes. This leads to more casualties in Clan forces which leads to more trickle-down effects and the IS becomes a more important adversary. This could be Phase 2. Where Clan technologies come to the IS market and everyone could acquire them, though, at a significantly higher cost to reflect their still scarce nature. This, now leads to a situation where the Clans face stiff resistance with the IS employing Clan technologies to fight the invaders. At this point, Phase 3 would be implemented where the Clans are able to field a full 12 man and the Inner Sphere can now acquire not only Clan mechs but clan weapons and modules through the market at normal prices.

By that time, hopefully, the Clans would have penetrated far enough to establish a viable foothold, the Inner Sphere would have acquired the use of new technologies in an organic manner and, well, Clan tech is still superior to Inner Sphere tech.

That being said, I do think that Clan Tech does need a down-side, they cannot be at the same time stronger, lighter, smaller and generate less heat in if the game-setting doesn't evolve. They would end up being the end-all and be all of weapon technology and would render our present technology not only obsolete but also undesirable. Thus, there has to be a GOOD reason to employ both. Logically, the advantage of the less powerful IS tech would be far lesser heat generation at the cost of less range and power. Inversly, the advantage of Clan tech would be better firepower at the expense of added heat generation.

Now, I realize that I might be wrong, but I do think that my vision is superior to that presented by PGI.

#794 Alek Ituin

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Posted 16 December 2013 - 12:12 AM

View PostGalaxyBluestar, on 16 December 2013 - 12:05 AM, said:


the stench of meta humper... smell it a mile off.


meta humper?

lolwut?


If by that you mean a person who actively seeks to avoid the current meta-game, at the detriment to his own enjoyment and stats? If so, then alrighty. If not, you best rethink your comment and stop being stupid. Change is good, especially when they get rid of 100% idiotic designs like the original Novacat.

#795 Lokust Davion

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Posted 16 December 2013 - 12:23 AM

View PostLysander Voidrunner, on 16 December 2013 - 12:08 AM, said:

I think that PGI's attempts at making the game fair and accessible to everyone, although noble, are simply insuring that the clans are at a serious disadvantage from the get go.

Allow me to explain. When initially the Clans invaded, they simply swept everything aside. Despite their numerical disadvantage, they penetrated deep into the inner sphere due to their distinct advantage in weaponry and mechs, in other words, they were technologically superior, equally in terms of logistics, martial science and weapons technology. It is only once the Inner Sphere learned to adapt their tactics and introduced new technologies (captured clan tech, that is) that they were able to mount a more effective defense. By that time, the Clans had penetrated deep and wide.

Now, seeing as PGI has removed these distinct advantages from the clans, they place them in a situation where the Clans and the Inner Sphere could potentially have a stalemate from the onset of the conflict, thereby robbing the Clans of the vast majority of the worlds they would otherwise conquer and use as a foothold in the Inner Sphere. With their foothold gone, the Clans could find themselves knocked out early on in the conflict. That is, if PGI doesn't give the Clans any abstract advantages or arbitrary territorial gains. PGI's intentions seem to be for an organic evolution to the conflict, which is great, but their way of going about has the flaws I mentioned above.

There is, however, a way of implementing clans, along with their advantages, in a far more organic manner all the while preserving their technological superiority and lowering the need or potential for PGI's intervention.

The reasoning is simple, introduce the clans and their technologies in such a way as to reflect the Clans from the lore. For reasons of intitial game balance, make the Clans drop with either 2 Stars or the equivalent of 2 IS lances, in other words, 8-10 mechs. More powerful mechs, more powerful technologies but less of them. That should, in theory, give the clans enough of an advantage to pierce IS defenses but not enough to give the clans an unfair advantage.

As the conflict endures and the clans forge further and further into the Inner Sphere, and by consequence lose some mechs, which are in turn salvaged, Clan technologies then start making their way into the Inner Sphere and are implemented on a limited scale. For the sake of argument, let's call this Phase 1. This is where the IS starts to form into a more serious challenge for the Clans with the more elite units, which had more success against the Clans were able to equip the equipment salvaged from their skirmishes. This leads to more casualties in Clan forces which leads to more trickle-down effects and the IS becomes a more important adversary. This could be Phase 2. Where Clan technologies come to the IS market and everyone could acquire them, though, at a significantly higher cost to reflect their still scarce nature. This, now leads to a situation where the Clans face stiff resistance with the IS employing Clan technologies to fight the invaders. At this point, Phase 3 would be implemented where the Clans are able to field a full 12 man and the Inner Sphere can now acquire not only Clan mechs but clan weapons and modules through the market at normal prices.

By that time, hopefully, the Clans would have penetrated far enough to establish a viable foothold, the Inner Sphere would have acquired the use of new technologies in an organic manner and, well, Clan tech is still superior to Inner Sphere tech.

That being said, I do think that Clan Tech does need a down-side, they cannot be at the same time stronger, lighter, smaller and generate less heat in if the game-setting doesn't evolve. They would end up being the end-all and be all of weapon technology and would render our present technology not only obsolete but also undesirable. Thus, there has to be a GOOD reason to employ both. Logically, the advantage of the less powerful IS tech would be far lesser heat generation at the cost of less range and power. Inversly, the advantage of Clan tech would be better firepower at the expense of added heat generation.

Now, I realize that I might be wrong, but I do think that my vision is superior to that presented by PGI.


Your vision is indeed superior to PGI's. I've always asked even during closed beta that the Clans should be handicapped at their numbers not their capability. 8 Clans vs 12 InnerSphere is the proper way to do it.

#796 Ice Storm

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Posted 16 December 2013 - 12:28 AM

Once again. We are not angry about the clans coming. We just want CW (and so UI 2.0 as well), which was something we were promised long ago.

I can get angry about the fact that the smallest package cost $30, almost the price of a normal game. Personally I can't afford these packages and so will have to go without them. But that is not the issue at hand. Putting this up 6months in advance and having no clear indication of when CW will start being implemented feels like a slap in the face of your community!

I am sad, deeply sad.

#797 Degalus

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Posted 16 December 2013 - 12:37 AM

View PostLysander Voidrunner, on 16 December 2013 - 12:08 AM, said:

I think that PGI's attempts at making the game fair and accessible to everyone, although noble, are simply insuring that the clans are at a serious disadvantage from the get go.

Allow me to explain. When initially the Clans invaded, they simply swept everything aside. Despite their numerical disadvantage, they penetrated deep into the inner sphere due to their distinct advantage in weaponry and mechs, in other words, they were technologically superior, equally in terms of logistics, martial science and weapons technology. It is only once the Inner Sphere learned to adapt their tactics and introduced new technologies (captured clan tech, that is) that they were able to mount a more effective defense. By that time, the Clans had penetrated deep and wide.

Now, seeing as PGI has removed these distinct advantages from the clans, they place them in a situation where the Clans and the Inner Sphere could potentially have a stalemate from the onset of the conflict, thereby robbing the Clans of the vast majority of the worlds they would otherwise conquer and use as a foothold in the Inner Sphere. With their foothold gone, the Clans could find themselves knocked out early on in the conflict. That is, if PGI doesn't give the Clans any abstract advantages or arbitrary territorial gains. PGI's intentions seem to be for an organic evolution to the conflict, which is great, but their way of going about has the flaws I mentioned above.

There is, however, a way of implementing clans, along with their advantages, in a far more organic manner all the while preserving their technological superiority and lowering the need or potential for PGI's intervention.

The reasoning is simple, introduce the clans and their technologies in such a way as to reflect the Clans from the lore. For reasons of intitial game balance, make the Clans drop with either 2 Stars or the equivalent of 2 IS lances, in other words, 8-10 mechs. More powerful mechs, more powerful technologies but less of them. That should, in theory, give the clans enough of an advantage to pierce IS defenses but not enough to give the clans an unfair advantage.

As the conflict endures and the clans forge further and further into the Inner Sphere, and by consequence lose some mechs, which are in turn salvaged, Clan technologies then start making their way into the Inner Sphere and are implemented on a limited scale. For the sake of argument, let's call this Phase 1. This is where the IS starts to form into a more serious challenge for the Clans with the more elite units, which had more success against the Clans were able to equip the equipment salvaged from their skirmishes. This leads to more casualties in Clan forces which leads to more trickle-down effects and the IS becomes a more important adversary. This could be Phase 2. Where Clan technologies come to the IS market and everyone could acquire them, though, at a significantly higher cost to reflect their still scarce nature. This, now leads to a situation where the Clans face stiff resistance with the IS employing Clan technologies to fight the invaders. At this point, Phase 3 would be implemented where the Clans are able to field a full 12 man and the Inner Sphere can now acquire not only Clan mechs but clan weapons and modules through the market at normal prices.

By that time, hopefully, the Clans would have penetrated far enough to establish a viable foothold, the Inner Sphere would have acquired the use of new technologies in an organic manner and, well, Clan tech is still superior to Inner Sphere tech.

That being said, I do think that Clan Tech does need a down-side, they cannot be at the same time stronger, lighter, smaller and generate less heat in if the game-setting doesn't evolve. They would end up being the end-all and be all of weapon technology and would render our present technology not only obsolete but also undesirable. Thus, there has to be a GOOD reason to employ both. Logically, the advantage of the less powerful IS tech would be far lesser heat generation at the cost of less range and power. Inversly, the advantage of Clan tech would be better firepower at the expense of added heat generation.

Now, I realize that I might be wrong, but I do think that my vision is superior to that presented by PGI.

View PostLokust Davion, on 16 December 2013 - 12:23 AM, said:


Your vision is indeed superior to PGI's. I've always asked even during closed beta that the Clans should be handicapped at their numbers not their capability. 8 Clans vs 12 InnerSphere is the proper way to do it.


The sad truth is... it wouldnt work in MWO. Focusfire is just too strong in this game.
No matter what the mech is 50t or 100t if a 3 mechs shoot at 1 target its dead (beside of spiders they still a pain in the a.)
I would also like to see real clantech and asymetical mode but it just wouldnt work. Same with the honor rules. Soloruners vs a group? That maybe work in tt but here our pilots can aim.
I see Atlas fall in seconds so how should real clans work in mwo?

#798 Mystere

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Posted 16 December 2013 - 12:39 AM

View PostAim64C, on 15 December 2013 - 11:56 PM, said:

What's to like?
...
And... what work has actually been done on this 'game?'
...
I don't think you truly appreciate the size of the baseball bat being shoved up your whazoo and just how many nails are sticking out of it.


The raging, saliva dripping masses are the ones who have a baseball bat shoved up their whazoo. Those nails are probably infected with tetanus and rabies, driving them mad with hate.

:D :D :lol:

#799 Ghogiel

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Posted 16 December 2013 - 12:41 AM

View PostGalaxyBluestar, on 15 December 2013 - 10:35 PM, said:

i've just noticed the Nova will have lots of toros twist...

Posted Image

a mech that is famous for having a fixed torso made in MW2 and 3 is having it's functionality canned for more vannilla flavour capabilities. that looks like a deformed Ryoken

THIS IS A NOVA!

Posted Image

this whole game is being nerfed and watered down to an same-me vannilla experience. :D

Very dumb post.

#800 GalaxyBluestar

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Posted 16 December 2013 - 12:42 AM

View PostAlek Ituin, on 16 December 2013 - 12:12 AM, said:


meta humper?

lolwut?


If by that you mean a person who actively seeks to avoid the current meta-game, at the detriment to his own enjoyment and stats? If so, then alrighty. If not, you best rethink your comment and stop being stupid. Change is good, especially when they get rid of 100% idiotic designs like the original Novacat.


meta humper poptart much?

anyways if you're that keen on everything being optomised and all references to Battletech if slightly goofy been destroyed then you're no better than PGI. you're killing mechwarrior for it's unique experiences. you're a detriment to the IP.

View PostMystere, on 16 December 2013 - 12:39 AM, said:


The raging, saliva dripping masses are the ones who have a baseball bat shoved up their whazoo. Those nails are probably infected with tetanus and rabies, driving them mad with hate.

:D :D :lol:


then cough up the money so PGI can keep promising you stuff that never comes.

View PostGhogiel, on 16 December 2013 - 12:41 AM, said:

Very dumb post.


another person who hates on battletech designs and another founder. why did you guys ever come here?

Edited by GalaxyBluestar, 16 December 2013 - 12:44 AM.






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